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Sugarcane & Chaff made easier

Posted: Thu Nov 05, 2020 8:40 am
by Boots
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Re: Sugarcane & Chaff made easier

Posted: Thu Nov 05, 2020 12:45 pm
by Tylercheesey1986
👍 I use a similar setup.

Re: Sugarcane & Chaff made easier

Posted: Thu Nov 05, 2020 1:36 pm
by Boots
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Re: Sugarcane & Chaff made easier

Posted: Thu Nov 05, 2020 2:32 pm
by Tylercheesey1986
👍 Fastest way to chop in single player.
I use a forage Harvester with long pipe + semi trailer dolly, 2 X 70,000L BSM trailer and a big truck or tractor for carting to bunker

Re: Sugarcane & Chaff made easier

Posted: Thu Nov 05, 2020 5:03 pm
by Macce
Well, above photos are the way to go on console, on PC I'm using modded harvesters that have 50k tank in them. I know, not realistic but saves a lot of hassle in single player and especially on big fields when you can keep the harvester running constantly

Re: Sugarcane & Chaff made easier

Posted: Thu Nov 05, 2020 7:13 pm
by Dairydeere
I used a similar setup to this on console, except it was 17 and I hooked the Krone 56000 liter trailer behind the forager, had another on a tractor, and switched them out with a worker running the forager. The Krone Cargos is also a great way to go if you're on PC

Re: Sugarcane & Chaff made easier

Posted: Thu Nov 05, 2020 7:37 pm
by Illinois Farmer
I found using the follow me mod makes chopping easier on pc.

Re: Sugarcane & Chaff made easier

Posted: Thu Nov 05, 2020 8:11 pm
by fenixguy
Funny, this forum reminded me of something from FS17. There was a subsoiler that had attachments for the front or back. You could attach it backwards on the front 3-point so it wouldn't actually be plowing. Then, set your cruise to match the combine or forage harvester, and bingo! The hired worker would run the auger wagon or the silage trailer. Albeit, you had to tab over and turn at the headlands, but it worked very well on long passes where the combine would fill up before the end or would allow you enough time to run a trailer to the silage clamp.

I even found a screenshot. Here, the hired worker is driving the combine and the tractor. I'm running the truck from the field to the farm. Non-stop harvesting. :lol:

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Re: Sugarcane & Chaff made easier

Posted: Thu Nov 05, 2020 9:08 pm
by Dairydeere
Illinois Farmer wrote: Thu Nov 05, 2020 7:37 pm I found using the follow me mod makes chopping easier on pc.
True, sometimes I use CP on the chopper and Follow Me on the tractor/trailer, , then make CP courses to and from the field, and I can automate everything besides the dumping at the pit.
fenixguy wrote: Thu Nov 05, 2020 8:11 pm
Funny, this forum reminded me of something from FS17. There was a subsoiler that had attachments for the front or back. You could attach it backwards on the front 3-point so it wouldn't actually be plowing. Then, set your cruise to match the combine or forage harvester, and bingo! The hired worker would run the auger wagon or the silage trailer. Albeit, you had to tab over and turn at the headlands, but it worked very well on long passes where the combine would fill up before the end or would allow you enough time to run a trailer to the silage clamp.

I even found a screenshot. Here, the hired worker is driving the combine and the tractor. I'm running the truck from the field to the farm. Non-stop harvesting. :lol:

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Loads up a FS17 save again...

Re: Sugarcane & Chaff made easier

Posted: Thu Nov 05, 2020 9:44 pm
by Tylercheesey1986
There is a trailer that can be used as a muck chucker that you can use to get a worker to run alongside forager as it keeps the hire worker function when setup as a normal trailer. It isn't huge but it works, also you need to take over for turning.
I'm not quite sure but I think it's a Brantner trailer.

Re: Sugarcane & Chaff made easier

Posted: Fri Nov 06, 2020 7:04 am
by Macce
My point was a continuous non-stop forage harvesting, especially if you've got fair bit to drive to wherever you dump the chaff/grass. With it's own tank on the harvester you can do non-stop driving between field and bunker/silo

Another option could be leaving IT-Runner containers on the edge of field and select appropriate function from CP but at least I couldn't get it work except on the headlands, my harvester just stopped after it was full and the whole game became extremely laggy, same when harvester was doing headlands and passing said containers and stopped for unloading. Well, at least I knew when something was happening on the field 😛

But I do wonder where did the extreme lag came from 🤔

Re: Sugarcane & Chaff made easier

Posted: Fri Nov 06, 2020 9:48 pm
by Perbjorkhem
Is the sugarcane harvester working better now?

I gave up a year ago because it was so bad. Many times it stopped and jerked back and forth and it left huge bits of the fields.

Re: Sugarcane & Chaff made easier

Posted: Sat Nov 07, 2020 1:15 am
by Boots
Yes Perbjorkhem I was the same but when I tried the trailer to do the chaff I thought I would try the sugarcane harvester with the trailer on a hired worker and I was pleased with the result
It does need a bit of room at the end of the field to turn and it does jerk a little but it does do the job fine

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Re: Sugarcane & Chaff made easier

Posted: Sat Nov 07, 2020 10:55 am
by Boots
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Re: Sugarcane & Chaff made easier

Posted: Sat Nov 07, 2020 1:36 pm
by raran
These trailers don't need lock mods. One must ask him/herself why vehicles which use swivle-axle trailers have a front attacher, that's all.